#version 450

layout (binding = 0) uniform samplerCube cubemapImage;

layout (location = 0) in vec3 inUVW;

layout (location = 0) out vec4 outColor;

void main()
{
	outColor = texture(cubemapImage, inUVW);
	// outColor = vec4(gl_FragCoord.z, gl_FragCoord.z, gl_FragCoord.z, 1.0);
}